Sprite2 support!

This commit is contained in:
Jaime Passos 2019-09-02 23:29:16 -03:00
parent d99026df3b
commit c21d83e8af
5 changed files with 58 additions and 111 deletions

View File

@ -5362,14 +5362,14 @@ static void HWR_DrawSprites(void)
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (!cv_grmdls.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
if (!cv_grmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
HWR_DrawSprite(spr);
else
HWR_DrawMD2(spr);
}
else
{
if (!cv_grmdls.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
if (!cv_grmodels.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
HWR_DrawSprite(spr);
else
HWR_DrawMD2(spr);
@ -5490,7 +5490,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmdls.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmodels.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
return;
// The above can stay as it works for cutting sprites that are too close

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@ -82,7 +82,7 @@ extern consvar_t cv_grcoronas;
extern consvar_t cv_grcoronasize;
#endif
extern consvar_t cv_grfov;
extern consvar_t cv_grmdls;
extern consvar_t cv_grmodels;
extern consvar_t cv_grfog;
extern consvar_t cv_grfogcolor;
extern consvar_t cv_grfogdensity;

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@ -160,7 +160,7 @@ static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_
#endif
png_FILE_p png_FILE;
//Filename checking fixed ~Monster Iestyn and Golden
char *pngfilename = va("%s"PATHSEP"mdls"PATHSEP"%s", srb2home, filename);
char *pngfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2home, filename);
FIL_ForceExtension(pngfilename, ".png");
png_FILE = fopen(pngfilename, "rb");
@ -289,7 +289,7 @@ static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
INT32 ch, rep;
FILE *file;
//Filename checking fixed ~Monster Iestyn and Golden
char *pcxfilename = va("%s"PATHSEP"mdls"PATHSEP"%s", srb2home, filename);
char *pcxfilename = va("%s"PATHSEP"models"PATHSEP"%s", srb2home, filename);
FIL_ForceExtension(pcxfilename, ".pcx");
file = fopen(pcxfilename, "rb");
@ -478,13 +478,13 @@ void HWR_InitMD2(void)
md2_models[i].error = false;
}
// read the mdls.dat file
// read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt");
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
if (!f)
{
CONS_Printf("%s %s\n", M_GetText("Error while loading mdls.dat:"), strerror(errno));
CONS_Printf("%s %s\n", M_GetText("Error while loading models.dat:"), strerror(errno));
nomd2s = true;
return;
}
@ -492,7 +492,7 @@ void HWR_InitMD2(void)
{
if (stricmp(name, "PLAY") == 0)
{
CONS_Printf("MD2 for sprite PLAY detected in mdls.dat, use a player skin instead!\n");
CONS_Printf("MD2 for sprite PLAY detected in models.dat, use a player skin instead!\n");
continue;
}
@ -526,7 +526,7 @@ void HWR_InitMD2(void)
}
}
// no sprite/player skin name found?!?
CONS_Printf("Unknown sprite/player skin %s detected in mdls.dat\n", name);
CONS_Printf("Unknown sprite/player skin %s detected in models.dat\n", name);
md2found:
// move on to next line...
continue;
@ -545,13 +545,13 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
CONS_Printf("AddPlayerMD2()...\n");
// read the mdls.dat file
// read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt");
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
if (!f)
{
CONS_Printf("Error while loading mdls.dat\n");
CONS_Printf("Error while loading models.dat\n");
nomd2s = true;
return;
}
@ -580,7 +580,7 @@ playermd2found:
void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startup
{
FILE *f;
// name[18] is used to check for names in the mdls.dat file that match with sprites or player skins
// name[18] is used to check for names in the models.dat file that match with sprites or player skins
// sprite names are always 4 characters long, and names is for player skins can be up to 19 characters long
char name[18], filename[32];
float scale, offset;
@ -591,13 +591,13 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check
return;
// Read the mdls.dat file
// Read the models.dat file
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "mdls.dat"), "rt");
f = fopen(va("%s"PATHSEP"%s", srb2home, "models.dat"), "rt");
if (!f)
{
CONS_Printf("Error while loading mdls.dat\n");
CONS_Printf("Error while loading models.dat\n");
nomd2s = true;
return;
}
@ -832,58 +832,25 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT
run?
*/
#if 0
static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *player)
static UINT32 HWR_GetModelSprite2(mobj_t *mobj)
{
UINT8 super = 0, i = 0;
if (!md2 || !skin)
return 0;
if ((unsigned)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(md2->model->spr2frames[spr2*2 + 1])
&& spr2 != SPR2_STND
&& ++i != 32) // recursion limiter
UINT8 spr2 = 0;
UINT32 frame = 0;
spritedef_t *sprdef;
while (spr2 != mobj->sprite2)
{
if (spr2 & FF_SPR2SUPER)
{
super = FF_SPR2SUPER;
spr2 &= ~FF_SPR2SUPER;
continue;
}
switch(spr2)
{
// Normal special cases.
case SPR2_JUMP:
spr2 = ((player
? player->charflags
: skin->flags)
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
break;
case SPR2_TIRE:
spr2 = ((player
? player->charability
: skin->ability)
== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
break;
// Use the handy list, that's what it's there for!
default:
spr2 = spr2defaults[spr2];
break;
}
spr2 |= super;
sprdef = &((skin_t *)mobj->skin)->sprites[spr2];
frame += sprdef->numframes;
spr2++;
}
if (i >= 32) // probably an infinite loop...
return 0;
return spr2;
return frame;
}
static boolean HWR_CanInterpolateModel(mobj_t *mobj)
{
return (!(mobj->state->nextstate == S_PLAY_WAIT && mobj->state == &states[S_PLAY_STND]))
&& (mobj->state != &states[S_PLAY_ROLL]);
}
#endif
#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
@ -898,7 +865,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
md2_t *md2;
UINT8 color[4];
if (!cv_grmdls.value)
if (!cv_grmodels.value)
return;
if (spr->precip)
@ -978,7 +945,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
if (!md2->model)
{
//CONS_Debug(DBG_RENDER, "Loading model... (%s)", sprnames[spr->mobj->sprite]);
sprintf(filename, "mdls/%s", md2->filename);
sprintf(filename, "models/%s", md2->filename);
md2->model = md2_readModel(filename);
if (md2->model)
@ -1056,46 +1023,28 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
tics = spr->mobj->anim_duration;
}
#define INTERPOLERATION_LIMIT TICRATE/4
#if 0
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames)
{
UINT8 spr2 = P_GetModelSprite2(md2, spr->mobj->skin, spr->mobj->sprite2, spr->mobj->player);
UINT8 mod = md2->model->spr2frames[spr2*2 + 1] ? md2->model->spr2frames[spr2*2 + 1] : md2->model->header.numFrames;
if (mod > ((skin_t *)spr->mobj->skin)->sprites[spr2].numframes)
mod = ((skin_t *)spr->mobj->skin)->sprites[spr2].numframes;
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK);
if (frame >= mod)
frame = 0;
buff = md2->model->glCommandBuffer;
curr = &md2->model->frames[md2->model->spr2frames[spr2*2] + frame];
if (cv_grmd2.value == 1 && tics <= durs && tics <= INTERPOLERATION_LIMIT)
{
if (durs > INTERPOLERATION_LIMIT)
durs = INTERPOLERATION_LIMIT;
if (spr->mobj->frame & FF_ANIMATE
|| (spr->mobj->state->nextstate != S_NULL
&& states[spr->mobj->state->nextstate].sprite == spr->mobj->sprite
&& (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) == spr->mobj->sprite2))
{
if (++frame >= mod)
frame = 0;
if (frame || !(spr->mobj->state->frame & FF_SPR2ENDSTATE))
next = &md2->model->frames[md2->model->spr2frames[spr2*2] + frame];
}
}
}
else
#endif
{
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->meshes[0].numFrames;
//FIXME: this is not yet correct
frame = (spr->mobj->frame & FF_FRAMEMASK);
if (spr->mobj->sprite2)
frame = HWR_GetModelSprite2(spr->mobj) + frame;
frame %= md2->model->meshes[0].numFrames;
#ifdef USE_MODEL_NEXTFRAME
if (cv_grmdls.value == 1 && tics <= durs)
if (cv_grmodels.value == 1 && tics <= durs)
{
if (spr->mobj->sprite2)
{
if (HWR_CanInterpolateModel(spr->mobj))
{
UINT32 framecount = (&((skin_t *)spr->mobj->skin)->sprites[spr->mobj->sprite2])->numframes;
nextFrame = (spr->mobj->frame & FF_FRAMEMASK) + 1;
if (nextFrame >= framecount)
nextFrame = 0;
nextFrame = HWR_GetModelSprite2(spr->mobj) + nextFrame;
nextFrame %= md2->model->meshes[0].numFrames;
}
}
else
{
// frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation
if (spr->mobj->frame & FF_ANIMATE)
@ -1116,10 +1065,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
}
}
}
#endif
}
#undef INTERPOLERATION_LIMIT
#endif
//Hurdler: it seems there is still a small problem with mobj angle
p.x = FIXED_TO_FLOAT(spr->mobj->x);

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@ -1212,7 +1212,7 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_grcoronas);
CV_RegisterVar(&cv_grcoronasize);
#endif
CV_RegisterVar(&cv_grmdls);
CV_RegisterVar(&cv_grmodels);
CV_RegisterVar(&cv_grspritebillboarding);
#endif

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@ -109,7 +109,7 @@ consvar_t cv_grcoronasize = {"gr_coronasize", "1", CV_SAVE| CV_FLOAT, 0, NULL, 0
static CV_PossibleValue_t CV_MD2[] = {{0, "Off"}, {1, "On"}, {2, "Old"}, {0, NULL}};
// console variables in development
consvar_t cv_grmdls = {"gr_mdls", "Off", CV_SAVE, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grmodels = {"gr_models", "Off", CV_SAVE, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif